Virginia Wilde
First Post
I thnk I originally put this on the wrong board. Oh, well.
This was an idea, an attempt, really, to turn the Charismatic hero (from d20 Modern) into a fighting-type character. I'm not fully sure of how it'll work in a play, though. Before I try it out, anybody got any comments or thoughts?
Punker Daemon
"Huh? No, thanks. I don't do that sh** any more. No, I ain't listnen' to that Nancy Reagan 'just say no' bull. I just found somethin' better'n X, that's all. It's a total rush. What? Naw, I can't tell you.....unless you can keep a secret. Okay, fine. You remember that Bodeen system on the net?
"Well, first, there was this one total dude who showed up when I hacked that system in Bodeen. He gave me this whole "wool over your eyes" and "it has you" bull, and I just swallowed it and showed him the door, thank you much. All gaunt and wiggy, black suit and yuppie gear. Not my type.
"Then this other dude showed up a week later, and he was total grunge. Bad dude. He pulled me off and we danced. Afterwards, he gave me the wool speech, but in a better way, makin' it seem nicer to be that way, you know? He showed me this other system, and he told me to hack it. I got in, and he just freaked out, congratulating me, and he looks at me, and he says, 'red pill or blue pill?' I'm totally confused, kay? And he looks at me and laughs, like I don't get some really funny joke he just told, pats me on the shoulder, and says, 'well?' And that's when I say 'I don't care, I'll have a hangover in the morning, anyway.' And then he laughs harder and straps this bandaid sh** to my forehead, pushes down on it, and I totally wig out.
"Next thing, I'm flying, and I've got all these wierd powers, and there's this green on black monochrome code sh** all over. There's a voice comin' from everywhere, an' it's tellin' me to preserve and protect and 'keep them alive.' I blast stuff. I don't need amps. There's just me, the music, and the computer. I can do anything. He says I'm a daemon, and I tell him I don't want no freaky sh**, but he says, no, no. Not Demon, but d-a-e-m-o-n, like a background program, and I pinch myself.
"Then I wake up, and I go 'gnarly dream!' and then I realize I'm on a frickin' guitar, fifty feet over the tallest building, and I'm lovin' every wiggin' freakjob second! I go over it in my head, and it's a sweet deal. I got music, an electric guitar that always works, save the world, and comprog stuff that ain't coming along for the next twenty years, or so the other guys say. And I get to cause social chaos while I'm at it. Total horror show. Total."
Requirements
To qualify to become a Punker Daemon, a character must fulfill the following criteria:
Skills: Computer Use 3 ranks, Perform (sing) 6 ranks, and Perform (stringed instruments) 6 ranks.
Allegiances: Good and Soul System
Special: The prospective Punker Daemon must own a mastercraft electric guitar.
Class Information
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The Punker Daemon's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (electronic, writing), Computer Use (Int), Drive (Dex), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane lore, art, civics, current events, popular culture, streetwise) (Int), Listen (Wis), Pilot (Dex), Perform (act, sing, stringed instruments) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.
Table: The Punker Daemon
Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +0 +1 +1 Agent, Always Live+1 +0
2nd +2 +0 +2 +2 Concussion 2d6 +1 +0
3rd +3 +1 +2 +2 Bonus feat +2 +0
4th +4 +1 +2 +2 Dischord +2 +0
5th +5 +1 +3 +3 Sonic Leap +3 +1
6th +6 +2 +3 +3 Bonus feat +3 +1
7th +7 +2 +4 +4 Sonic Shield +4 +1
8th +8 +2 +4 +4 Ride Guitar +4 +1
9th +9 +3 +4 +4 Bonus Feat +5 +2
10th +10 +3 +5 +5 Sonic Blast +5 +2
Class Features
The following features pertain to the Punker Daemon advanced class.
Agent
As agents of the Soul System, Punker Daemons are considered supernatural creatures and appear as such to Seekers. The Detect Shadow ability reveals them as supernatural creatures or shadow creatures.
Always Live
At 1st level, the Punker Daemon needs no electricity to power her electronic devices. PDAs, electrical guitars, laptops, and other objects automatically work. Devices that do not have batteries and require to be plugged in do not operate in this manner, however. The Punker Daemon's electrical guitar is always active, however, and sounds as though it were plugged into an amplifier set. The Punker is capable of adjusting the volume, amplification, and pitch of the instrument without the benefit of secondary equipment.
Concussion
At 2nd level, the Punker Daemon can use an electric guitar to focus intese beams of sonic energy by striking a specific chord. This control is not perfect, however. The energy deals 2d6 points of sonic energy to a target as a ranged attack with an increment of 20 feet and a threat range of 19-20. Essentially, the Punker Daemon can use her guitar as though it were a personal firearm with single and autofire capabilities, except that it deals sonic damage. The damage can be lethal or nonlethal, at the Punker Daemon's choice.
The Punker Daemon can also use the guitar as a melee weapon without fear of damaging the instrument. The guitar deals 1d6 bludgeoning damage with a threat range of 20. The damage can be nonlethal or lethal, at the Punker Daemon's choice.
Bonus Feats
At 3rd, 6th, and 9th level, the Punker Daemon gets a bonus feat. The bonus feat must be selected from the following list, and the Punker Daemon must meet all the prerequisites of the feat to select it: Creative, Cleave, Point Blank Shot, Rapid Shot, Far Shot, Advanced Forearms Proficiency, Power Attack, Great Cleave, Combat Expertise, Spring Attack, Double Tap, Precise Shot, Shot on the Run, Renown, Dodge, Agile Riposte.
Dischord
The Punker Daemon can, once per 24 hours per 4 class levels, create a chord of such destructive force on her guitar that it blows apart objects made of nonmagical crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, and mirrors. All objects within 3 feet of the Punker Daemon are shattered to pieces by the soundwave. Alternatively, the Punker Daemon can target a single object of up to 10 lbs. per Punker Daemon level, regardless of composition. Targetted against a crystalline creature or object, dischord deals 1d4 points of damage per level (maximum 10d4). Objects held by creatures gain a Will save to negate the damage, and objects gain a Will save for half damage (DC = 11+ the Punker Daemon's Charisma modifier). This is a spell-like ability.
Sonic Leap
By striking a particularly violent chord, the Punker Daemon can lift herself into the air and thrust her movement forward, almost like a jump. The Punker Daemon makes a jump check as normal, but treat the Punker Daemon as though she had a full running start and double the distance jumped. The Punker Daemon is not limited by her size when making this jump, and adds +30 to the jump check result. Use of this ability deals 5d6 sonic damage to the ground under the Punker Daemon's starting position, possibly cracking or shattering it. The Punker Daemon takes no damage for landing. This is a spell-like ability and costs 1 action point to activate.
Sonic Shield
At 7th level, the Punker Daemon can generate a shield of sonic energy that covers body for one foot in every direction. This shield provides her with a +4 equipment bonus to defense. This ability requires a move action to activate, and it last for 1 round per class level.
Sonic Surfing
At 8th level, the Punker Daemon can use her guitar as a platform and ride it as though she had a flight speed of 90 (average). This is a spell-like ability that lasts for 10 minutes per Punker Daemon level. The Punker Daemon need not use up all this time at once, and can spread it out over multiple uses. If the Punker Daemon has a secondary mode of single transportation, such as a scooter or moped, she can use it instead, but the uses stack with each other.
Sonic Blast
At 10th level, the Punker Daemon gains this powerful spell-like ability. By striking a vicious chord, the Punker Demon deals 5d6 points of sonic damage to all creatures and objects within 20 feet of the Punker Daemon. Creatures are allowed a Reflex save for half damage (DC = 15 + the Punker Daemon's Charisma modifier). This is a spell-like ability and can be used one per 24 hour period.
This was an idea, an attempt, really, to turn the Charismatic hero (from d20 Modern) into a fighting-type character. I'm not fully sure of how it'll work in a play, though. Before I try it out, anybody got any comments or thoughts?
Punker Daemon
"Huh? No, thanks. I don't do that sh** any more. No, I ain't listnen' to that Nancy Reagan 'just say no' bull. I just found somethin' better'n X, that's all. It's a total rush. What? Naw, I can't tell you.....unless you can keep a secret. Okay, fine. You remember that Bodeen system on the net?
"Well, first, there was this one total dude who showed up when I hacked that system in Bodeen. He gave me this whole "wool over your eyes" and "it has you" bull, and I just swallowed it and showed him the door, thank you much. All gaunt and wiggy, black suit and yuppie gear. Not my type.
"Then this other dude showed up a week later, and he was total grunge. Bad dude. He pulled me off and we danced. Afterwards, he gave me the wool speech, but in a better way, makin' it seem nicer to be that way, you know? He showed me this other system, and he told me to hack it. I got in, and he just freaked out, congratulating me, and he looks at me, and he says, 'red pill or blue pill?' I'm totally confused, kay? And he looks at me and laughs, like I don't get some really funny joke he just told, pats me on the shoulder, and says, 'well?' And that's when I say 'I don't care, I'll have a hangover in the morning, anyway.' And then he laughs harder and straps this bandaid sh** to my forehead, pushes down on it, and I totally wig out.
"Next thing, I'm flying, and I've got all these wierd powers, and there's this green on black monochrome code sh** all over. There's a voice comin' from everywhere, an' it's tellin' me to preserve and protect and 'keep them alive.' I blast stuff. I don't need amps. There's just me, the music, and the computer. I can do anything. He says I'm a daemon, and I tell him I don't want no freaky sh**, but he says, no, no. Not Demon, but d-a-e-m-o-n, like a background program, and I pinch myself.
"Then I wake up, and I go 'gnarly dream!' and then I realize I'm on a frickin' guitar, fifty feet over the tallest building, and I'm lovin' every wiggin' freakjob second! I go over it in my head, and it's a sweet deal. I got music, an electric guitar that always works, save the world, and comprog stuff that ain't coming along for the next twenty years, or so the other guys say. And I get to cause social chaos while I'm at it. Total horror show. Total."

Requirements
To qualify to become a Punker Daemon, a character must fulfill the following criteria:
Skills: Computer Use 3 ranks, Perform (sing) 6 ranks, and Perform (stringed instruments) 6 ranks.
Allegiances: Good and Soul System
Special: The prospective Punker Daemon must own a mastercraft electric guitar.
Class Information
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Class Skills
The Punker Daemon's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (electronic, writing), Computer Use (Int), Drive (Dex), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane lore, art, civics, current events, popular culture, streetwise) (Int), Listen (Wis), Pilot (Dex), Perform (act, sing, stringed instruments) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.
Table: The Punker Daemon
Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +0 +1 +1 Agent, Always Live+1 +0
2nd +2 +0 +2 +2 Concussion 2d6 +1 +0
3rd +3 +1 +2 +2 Bonus feat +2 +0
4th +4 +1 +2 +2 Dischord +2 +0
5th +5 +1 +3 +3 Sonic Leap +3 +1
6th +6 +2 +3 +3 Bonus feat +3 +1
7th +7 +2 +4 +4 Sonic Shield +4 +1
8th +8 +2 +4 +4 Ride Guitar +4 +1
9th +9 +3 +4 +4 Bonus Feat +5 +2
10th +10 +3 +5 +5 Sonic Blast +5 +2
Class Features
The following features pertain to the Punker Daemon advanced class.
Agent
As agents of the Soul System, Punker Daemons are considered supernatural creatures and appear as such to Seekers. The Detect Shadow ability reveals them as supernatural creatures or shadow creatures.
Always Live
At 1st level, the Punker Daemon needs no electricity to power her electronic devices. PDAs, electrical guitars, laptops, and other objects automatically work. Devices that do not have batteries and require to be plugged in do not operate in this manner, however. The Punker Daemon's electrical guitar is always active, however, and sounds as though it were plugged into an amplifier set. The Punker is capable of adjusting the volume, amplification, and pitch of the instrument without the benefit of secondary equipment.
Concussion
At 2nd level, the Punker Daemon can use an electric guitar to focus intese beams of sonic energy by striking a specific chord. This control is not perfect, however. The energy deals 2d6 points of sonic energy to a target as a ranged attack with an increment of 20 feet and a threat range of 19-20. Essentially, the Punker Daemon can use her guitar as though it were a personal firearm with single and autofire capabilities, except that it deals sonic damage. The damage can be lethal or nonlethal, at the Punker Daemon's choice.
The Punker Daemon can also use the guitar as a melee weapon without fear of damaging the instrument. The guitar deals 1d6 bludgeoning damage with a threat range of 20. The damage can be nonlethal or lethal, at the Punker Daemon's choice.
Bonus Feats
At 3rd, 6th, and 9th level, the Punker Daemon gets a bonus feat. The bonus feat must be selected from the following list, and the Punker Daemon must meet all the prerequisites of the feat to select it: Creative, Cleave, Point Blank Shot, Rapid Shot, Far Shot, Advanced Forearms Proficiency, Power Attack, Great Cleave, Combat Expertise, Spring Attack, Double Tap, Precise Shot, Shot on the Run, Renown, Dodge, Agile Riposte.
Dischord
The Punker Daemon can, once per 24 hours per 4 class levels, create a chord of such destructive force on her guitar that it blows apart objects made of nonmagical crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, and mirrors. All objects within 3 feet of the Punker Daemon are shattered to pieces by the soundwave. Alternatively, the Punker Daemon can target a single object of up to 10 lbs. per Punker Daemon level, regardless of composition. Targetted against a crystalline creature or object, dischord deals 1d4 points of damage per level (maximum 10d4). Objects held by creatures gain a Will save to negate the damage, and objects gain a Will save for half damage (DC = 11+ the Punker Daemon's Charisma modifier). This is a spell-like ability.
Sonic Leap
By striking a particularly violent chord, the Punker Daemon can lift herself into the air and thrust her movement forward, almost like a jump. The Punker Daemon makes a jump check as normal, but treat the Punker Daemon as though she had a full running start and double the distance jumped. The Punker Daemon is not limited by her size when making this jump, and adds +30 to the jump check result. Use of this ability deals 5d6 sonic damage to the ground under the Punker Daemon's starting position, possibly cracking or shattering it. The Punker Daemon takes no damage for landing. This is a spell-like ability and costs 1 action point to activate.
Sonic Shield
At 7th level, the Punker Daemon can generate a shield of sonic energy that covers body for one foot in every direction. This shield provides her with a +4 equipment bonus to defense. This ability requires a move action to activate, and it last for 1 round per class level.
Sonic Surfing
At 8th level, the Punker Daemon can use her guitar as a platform and ride it as though she had a flight speed of 90 (average). This is a spell-like ability that lasts for 10 minutes per Punker Daemon level. The Punker Daemon need not use up all this time at once, and can spread it out over multiple uses. If the Punker Daemon has a secondary mode of single transportation, such as a scooter or moped, she can use it instead, but the uses stack with each other.
Sonic Blast
At 10th level, the Punker Daemon gains this powerful spell-like ability. By striking a vicious chord, the Punker Demon deals 5d6 points of sonic damage to all creatures and objects within 20 feet of the Punker Daemon. Creatures are allowed a Reflex save for half damage (DC = 15 + the Punker Daemon's Charisma modifier). This is a spell-like ability and can be used one per 24 hour period.
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